They could very well take the current average mobility values on each weight class, increase them by a certain/fair amount, and use them as the baseline for each weight class.
Overengined 'Mechs still don't really have a meaningful advantage but at least a lot now become nimbler!
*half serious post
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Engine Decoupling: Why Do Most Players Assume That The Overall Mobiity Will Be Brought Down?
Started by Hit the Deck, Feb 27 2017 06:04 AM
6 replies to this topic
#1
Posted 27 February 2017 - 06:04 AM
#3
Posted 27 February 2017 - 10:45 AM
Hit the Deck, on 27 February 2017 - 06:04 AM, said:
They could very well take the current average mobility values on each weight class, increase them by a certain/fair amount, and use them as the baseline for each weight class.
Overengined 'Mechs still don't really have a meaningful advantage but at least a lot now become nimbler!
*half serious post
Overengined 'Mechs still don't really have a meaningful advantage but at least a lot now become nimbler!
*half serious post
Because if they made agility performance beter as a base line, then how would they make the agility branch of the skills tree a node sink?
No, performance will be worse so as to encourage/force you to use your nodes on the agility branch. Just like the nerfs to offensive quirks are designed to get you to use nodes on the firepower branch. A skills tree with real consequences and choices is only practicable if there is give and take. These two sinks (along with the default requirement of the survivability tree) will ensure that. If you want current base line performance you need to waste somewhere between 30-40 nodes; thus making the rest of the skills tree feel more significant and the illusion of choice is maintained.
#4
Posted 27 February 2017 - 02:40 PM
Well according to the patch notes, the nodes will help some mechs more than other.. (yes i like that)
as for starting level, some mechs will become less mobile, and others will get a boost. BOTH are things i think should happen to help balance firepower with mobility.
as for starting level, some mechs will become less mobile, and others will get a boost. BOTH are things i think should happen to help balance firepower with mobility.
#5
Posted 28 February 2017 - 08:23 AM
Well the point is to either buff lower accelerating mechs to the kings of BESM level, or nerfing the kings of BESM.
Edited by Quicksilver Kalasa, 28 February 2017 - 08:23 AM.
#6
Posted 28 February 2017 - 11:33 AM
Mobility will likely be reduced for certain mechs that currently enjoy a synergy from large engines and favorable geometry. For instance, specific XL350+ assault and heavy builds.
There is a lot of uncertainty for how and how well PGI will implement the decoupling, but I expect it will generally normalize agility by weight class, with per-chassis adjustments according to notable mech characteristics or for balance.
For every mech that exceptionally benefited from the current engine mechanics there is at least one other than has suffered for it, whether due to low engine cap or incompatibility with XL engines. And even without the extra agility they have now, pure speed is still an extremely valuable trait.
There is a lot of uncertainty for how and how well PGI will implement the decoupling, but I expect it will generally normalize agility by weight class, with per-chassis adjustments according to notable mech characteristics or for balance.
For every mech that exceptionally benefited from the current engine mechanics there is at least one other than has suffered for it, whether due to low engine cap or incompatibility with XL engines. And even without the extra agility they have now, pure speed is still an extremely valuable trait.
#7
Posted 28 February 2017 - 11:40 AM
As I understand it, they are going to give different mechs different inherent agility based on their specific roles. For instance, you can count on a Cyclops having more inherent agility than a Mauler as it does with the current quirk system, only now they aren't quirks and are tied to the chassis and don't change with engine rating. Also, the fact that the inherent agility values are added to the base attribute of the mech, I THINK when you take skill tree nodes, the percentages will apply to the boosted base value, instead of just being an additional percentage.
So... the tree doesn't change mech to mech, but since your base stats are higher, the tree will have a larger impact as it boosts you by a percentage of a larger number.
Currently, any quirk boost is added to the skill tree nodes. So say your arbitrary base value is 10, and you have a +10% quirk and +10% from the Skill tree. That essentially gives you +20%, so 12. In the new system, your base value might be 10 + 10% of 10, or 11, and then your +10% from the skill tree will give you a final value of 12.1. All those numbers are representative.
So... the tree doesn't change mech to mech, but since your base stats are higher, the tree will have a larger impact as it boosts you by a percentage of a larger number.
Currently, any quirk boost is added to the skill tree nodes. So say your arbitrary base value is 10, and you have a +10% quirk and +10% from the Skill tree. That essentially gives you +20%, so 12. In the new system, your base value might be 10 + 10% of 10, or 11, and then your +10% from the skill tree will give you a final value of 12.1. All those numbers are representative.
Edited by Gas Guzzler, 28 February 2017 - 11:40 AM.
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